Aavo Never

Rakashka kingdom naevani clan

Aavo Never

Name: "Aavo Never"
Race: Aasimar (Lesser Variant, +0 LA)
Level: 2
Class: Healer 2
Alignment: Neutral Good
XP:

Abilities and Saves

Str: 9 -1
Dex: 13 +1
Con: 16 +3
Int: 11 0
Wis: 18 +4
Cha: 20 +5

HP: 16/16
AC:
Touch AC:

Will: 3 base + 5 cha
Fort: 0 base + 3 con
Ref: 0 base + 1 dex

Base Attack: +1
Melee: 0
Ranged: +2

Skills

Class Skills: The healer’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Survival (Wis)

Heal: 5 ranks + 4 Wis
Diplomacy: 4 ranks + 5 Cha
Spot: 2 Racial + 4 Wis
Listen: 2 Racial + 4 Wis
Handle Animal: 2 ranks + 5 Cha
Sense Motive: 4 ranks + 4 Wis
Concentration: 3 ranks + 3 Con
Knowledge (The Planes): 2 ranks
Knowledge (Religion): 2 Ranks
Knowledge (Nobility) 2 ranks

Racial and Class Features

Humanoid (Planetouched): Counts as a humanoid for spell effects such as hold person, can also be affected by Banishment as if an outsider.
+2 Wis, +2 Cha
Size: Medium
30 ft speed
Cast Light 1/day as a caster of your character level (sp)
+2 on Spot and Listen checks
Resistances: Cold 5, Electricity 5

Languages: Common, Celestial

Weapon and Armor Proficiencies: A healer is proficient with all simple bludgeoning weapons. Healers are proficient with light armor, medium armor and light shields.

Spells: A healer casts divine spells, which are drawn from the healer spell list below. She can cast any spell she knows without preparing it ahead of time. When a healer gains access to a new spell list, she automatically learns all the spells for the level listed on the healer’s spell list. Essentially, her spell list is the same as her spells known list. Healers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level.

To cast a spell, a healer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a healer’s spell is 10 + the spell level + the healer’s Charisma modifier. Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Healer. In addition, she receives bonus spells per day if she has a high Charisma score.

As noted above, a healer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

Feats

Eschew Materials

Special Abilities

Submission Strike (Ex): A healer, while understanding the need for violence in certain occasions, prefers to subdue her opponents instead. A healer may choose to deal non-lethal damage with any weapon she uses (normally bludgeoning weapons, but the ability extends to any weapons with which she gains proficiency) without the penalty to attack rolls for executing the action.

Healer’s Blessing (Su): At 1st level, whenever a healer casts a spell that heals hit point damage directly (and not by methods such as fast healing), she may add her Wisdom modifier times her class level, divided by two, to the amount of healing provided by the spell. In case this ability affects multiple times, the effect works only once. This bonus healing is added at the end, and thus is never affected by metamagic. This ability only applies to spells that she casts from her healer’s spell slots, not from those she may have by virtue of levels in another class.

Aura of Protection (Su): At 2nd level, a healer’s devotion protects her from surrounding violence. So as long as she remains true to her cause, enemies will feel a supernatural aversion to harm her. A healer emanates a permanent aura that causes an effect identical to the Sanctuary spell, with a save DC equal to 10 + ½ the healer’s class level + the healer’s Wis modifier. Once an attacking creature succeeds on the saving throw, or is victim to a healer’s attack, the effect is suppressed for the creature for the next 24 hours.

Spells Known

0—create water, cure minor wounds, deathwatch, detect magic, detect poison, guidance*, light, mending, purify food and drink, read magic, resistance*, virtue*

1st—bless*, bless water, blessed aim*, calm animals*, conviction*, cure light wounds, endure elements*, goodberry, halt animal*, healthful rest*, incite*, inhibit*, lesser vigor*, longstrider*, omen of peril*, protection from chaos*, protection from evil, protection from law*, remove fear, remove paralysis, resurgence*, sanctuary, shield of faith*, whelm*

Spells

0: 6 per day, DC 15
1: 7 per day, DC 16

Equipment

900 GP

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